60 items, from Lethargy Poison to Low-Grade Cold Iron Weapon.
Lethargy Poison · Levered Crowbar · Liar's Demise · Liar's Demise · Liar's Gun · Liativeirn Emblem · Librarian Staff · Librarian Staff · Librarian's Baton · Library Robes · Library Robes · Lich Dust · Lich Phylactery · Life Celestial Peach · Life Salt · Life Shot · Life's Last Breath · Life-Boosting Oil · Lifeblight Residue · Lifting Belt · Light Hammer · Light Mace · Light Pick · Light Writer · Lightning Rod Shot · Lightweave Scarf · Lilac Bewitching Bloom · Linguist's Dictionary · Linguist's Dictionary · Linnorm's Kaedom · Lion Badge · Lion Claw · Lion Scythe · Lion's Shield · Liquid Gold · Liquid Gold · Living Leaf Weave · Lizard · Loaded Dice Games · Lock · Locket Of Sealed Nightmares · Lodestone Bomb · Lodestone Bomb · Lodestone Pellet · Lomos Lash · Long Air Repeater · Long Hammer · Long Tool · Longbow · Longspear · Longsword · Lost Ember · Lotus Bewitching Bloom · Lover's Gloves · Lovers' Ink · Low-Grade Cold Iron Armor · Low-Grade Cold Iron Buckler · Low-Grade Cold Iron Object · Low-Grade Cold Iron Shield · Low-Grade Cold Iron Weapon
Item 2
Price 7 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
Lethargy poison is commonly used in hit-and-run tactics by drow and others who want their victims alive; the ambusher retreats until the poison sets in and the victim falls unconscious. Further exposure to lethargy poison does not require the target to attempt additional saving throws; only failing an saving throw against an ongoing exposure can progress its stage.
Saving Throw DC 18 Fortitude; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 slowed 1 (1 minute); Stage 3 unconscious with no Perception check to wake up (1 round); Stage 4 unconscious with no Perception check to wake up. (1d4 hours)
Core Rulebook, page 552.
Item 3
Price 20 gp
Bulk L
Hands 2
Category Adventuring Gear
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.
A levered crowbar grants you a +1 item bonus to Athletics checks to Force Open anything that can be pried open.
Main Item: CrowbarCore Rulebook, page 288.
Item 14
Price 650 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
This thick orange cream quickly seeps into skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, you take the listed poison damage and mental damage for any time you voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to your brain.
You take this damage once per round, even if you lie several times in rapid succession. You're aware of this effect and can choose to not answer or give only evasive, technically truthful, answers; this is a mental effect.
Saving Throw DC 34 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute); Stage 2 stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute); Stage 3 stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect.
Craft Requirements Supply one casting of zone of truth.
AoE4, page 78.
Item 14
Price 650 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
This thick green cream quickly seeps into victim's skin. In addition to causing painful swelling in the brain, liar's demise compels the victim to speak only the truth. While under the effect of liar's demise, the victim takes the listed poison damage and mental damage for any time they voluntarily and knowingly tell a lie, due to the poison's increased blood pressure to their brain. They take this damage once per round at most, even if they lie several times in rapid succession. The victim is aware of this effect and can choose to not answer or give only evasive, technically truthful, answers—this is a mental effect.
Saving Throw DC 34 Fortitude; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 stupefied 1, 3d6 poison damage and 3d6 mental damage for lying (1 minute); Stage 2 stupefied 2, 4d6 poison damage and 4d6 mental damage for lying (1 minute); Stage 3 stupefied 3, 5d6 poison damage and 5d6 mental damage for lying, and the damage becomes a death effect. If it reduces the victim to 0 Hit Points, the victim's head explodes, causing death (1 minute)
Craft Requirements Supply one casting of zone of truth.
Treasure Vault, page 69.
Item 7
Price 360 gp
Usage held in 1 hand; Bulk L
Category Held
This dubious weapon gets its name from the fact that it's typically crafted with multiple false barrels so that it's more difficult for enemies to predict the weapon's angle of fire from the four working barrels. Most of the time, this gun functions as a +1 striking pepperbox with capacity 4 instead of capacity 3, albeit one with a complicated loading mechanism involving rotating the barrels. In a pinch though, all four of the real barrels can be fired simultaneously.
Guns & Gears, page 157.
Item 3
Usage tattooed on the body; Bulk —
Category Tattoo
These tattoos are created using designs and techniques from Liativeirn culture. Such tattoos often depict the Liativeirn rune for one of the seven schools of magic, but one might instead show a creature or celestial phenomenon associated with the school, depicted in traditional Liativeirn iconography.
The tattoo allows you to understand and speak Liativeirn. If you already know that language, you instead gain a +1 item bonus on Diplomacy checks you make when speaking Liativeirn to someone who understands it.
Each description lists the school of each Liativeirn emblem, and the tattoo has the trait of that school. The spell the tattoo can cast is from its school. As with the Virokral magic that was once so prevalent in Geifu, these tattoos lack a symbol of divination.
Type avaria; Level 3; Price 60 gp
This rune of transmutation can cast longstrider.
Type avidais; Level 3; Price 60 gp
This rune of abjuration can cast pass without trace.
Type carnasia; Level 3; Price 60 gp
This rune of enchantment can cast liberating command (Gods & Magic 108).
Type idolis; Level 3; Price 60 gp
This rune of conjuration can cast thoughtful gift (Advanced Player's Guide 226).
Type ragario; Level 3; Price 60 gp
This rune of evocation can cast concordant choir (Secrets of Magic 96).
Type vangloris; Level 3; Price 60 gp
This rune of illusion can cast ventriloquism.
Type voratalo; Level 3; Price 60 gp
This rune of necromancy can cast purify food and drink.
Treasure Vault, page 123.
Item 6+
Usage held in 1 hand; Bulk 1
Category Staff
A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.
Type librarian staff; Level 6; Price 225 gp
Type greater librarian staff; Level 12; Price 1,750 gp
The staff can store up to 100 texts.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Treasure Vault, page 133.
Item 6
Price 225 gp
Usage held in 1 hand; Bulk 1
Category Staff
A librarian staff is a slender pole composed of thousands of coiled and compressed book pages swirling into one another, with a mishmash of letters tumbling across its surface. The sound of rustling pages can be heard when the staff moves.
Craft Requirements Supply one casting of all listed levels of all listed spells.
Main Item: Librarian StaffTreasure Vault, page 133.
Item 9
Price 650 gp
Usage held in 1 hand; Bulk L
Category Held
A crystal pendulum hangs loosely from a delicate cord connecting the tips of this Y-shaped wooden baton. Such batons are often used by librarians who have problems with customers (or thieves) who can't be trusted to return the books they borrow, but they're equally valuable to wizards who are particularly worried about having ther spellbooks stolen.
PFUM.
Item 9+
Usage worn armor; Bulk L
Category Armor
These +1 resilient scroll robes magically store a spell for you.
During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.
You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.
Type library robes; Level 9; Price 700 gp
Type greater library robes; Level 12; Price 2,000 gp
The armor is +2 resilient scroll robes, and the spell can be 6th level or lower.
Type major library robes; Level 15; Price 6,000 gp
The armor is +2 greater resilient scroll robes, and the spell can be 8th level or lower.
Type true library robes; Level 19; Price 36,000 gp
The armor is +3 greater resilient scroll robes, and the spell can be 9th level or lower.
Treasure Vault, page 15.
Item 9
Price 700 gp
Usage worn armor; Bulk L
Category Armor
These +1 resilient scroll robes magically store a spell for you.
During your daily preparations, choose one spell you know of 5th level or lower. You inscribe that spell on the robes, as though you had done so using the robes' inscribed trait, but without needing to go through the normal scribing process.
You must provide the minimum amount of materials to Craft one scroll of that spell (typically half the Price of a scroll of that level plus any extra cost required for the spell). You don't need to be trained in Crafting, nor do you need the Magical Crafting feat. Using this ability erases any scroll already inscribed on the robe.
Main Item: Library RobesTreasure Vault, page 15.
Item 9
Price 110 gp
Usage held in 1 hand; Bulk L
Activate Interact
Category Poison
Dust salvaged from the remains of a destroyed lich has paralytic properties that make it a valuable poison.
Saving Throw DC 28 Fortitude; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 fatigued (1 minute); Stage 2 5d6 poison damage and fatigued (1 minute); Stage 3 5d6 poison damage, fatigued, and paralyzed (1 minute)
Core Rulebook, page 552.
Item 12
Price 1,600 gp
Usage held in 1 hand; Bulk —
Category Held
This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the phylactery. The phylactery then rebuilds the lich's undead body over the course of 1d10 days. Afterward, the lich manifests next to the phylactery, fully healed and in a new body (therefore, it lacks any equipment it had on its old body). A lich's phylactery must be destroyed to prevent a lich from returning. The standard phylactery is a sealed metal box containing strips of parchment inscribed with magical phrases. This box has Hardness 9 and 36 HP, but some liches devise more durable or difficult-to-obtain phylacteries. A phylactery might also come in the form of a ring, an amulet, or a similar item; the specifics are up to the creator
Bestiary, page 222.
Item 20
Price 73,000 gp
Usage held in one hand; Bulk L
Activate Interact
Category Consumable
Among Hao Jin's most precious treasures are three living plants, the last surviving celestial peach trees taken from the mountains of Chu Ye. One of the trees grows pearls in place of flowers, but the other two bear fruit that is far more valuable. Eating one of these small red peaches can heal even the most grievous of injuries.
When you place the peach into the mouth of an intact corpse that died within the last year, it casts a 10th-level raise dead on the corpse.
Main Item: Celestial PeachLOL, page 48.
Item 5
Price 25 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Consumable
This crystal vial contains salts blessed by channeling life-giving energies into waters purified by holy fire.
You can activate this vial by throwing it as a Strike. It's a simple thrown ranged weapon with a range increment of 10 feet. Unlike an alchemical bomb, it doesn't add the manipulate trait to the attack made with it. On a hit against an undead, life salt deals 1 persistent positive damage, and the undead must succeed at a DC 20 Will save or be unable to attack you as long as it continues taking the persistent positive damage.
If you use a hostile action against any undead, this second effect ends, and the undead can attack you normally.
Book of the Dead, page 20.
Item 2+
Ammunition round
Activate Interact
Category Consumable
Life shot is a special cartridge that carries a small dose of elixir of life. A creature hit by activated life shot takes no damage from the successful attack, instead receiving healing and gaining an item bonus to saving throws against diseases and poisons for 1 minute. On a critical hit, roll the healing received twice and take the better result (this is a fortune effect). A target willing to be hit by this attack is flat-footed against it.
Type minor; Level 2; Price 5 gp
The ammunition restores 1d4 Hit Points, and the bonus is +1.
Type lesser; Level 6; Price 50 gp
The ammunition restores 3d4+3 Hit Points, and the bonus is +1.
Type moderate; Level 10; Price 200 gp
The ammunition restores 5d4+7 Hit Points, and the bonus is +2.
Type greater; Level 14; Price 750 gp
The ammunition restores 7d4+10 Hit Points, and the bonus is +2.
Type major; Level 16; Price 1,500 gp
The ammunition restores 8d4+11 Hit Points, and the bonus is +3.
Type true; Level 20; Price 9,000 gp
The ammunition restores 10d4+14 Hit Points, and the bonus is +4.
Treasure Vault, page 43.
Item 18
Price 23,500 gp
Usage held in 1 hand; Bulk 2
Category Held
The twin serrated blades of this legendary rhoka sword (page 83) are dull black and constantly drip with blood.
Life's Last Breath is said to have been forged centuries ago for an unknown urdefhan general and has since fallen into the hands of countless other powerful urdefhan warlords.
Life's Last Breath is a +3 greater striking unholy wounding rhoka sword with the following special abilities.
Item 3+
Usage held in 2 hands; Bulk L
Activate Interact
Category Oil
When you apply sticky, stinging life-boosting oil, you gain fast healing according to the oil's type that starts the first time you take damage while the oil lasts. Once the fast healing starts, the oil remains effective for 4 rounds. However, the oil lasts only 8 hours, whether it provides fast healing or not.
Type lesser; Level 3; Price 12 gp
The oil grants fast healing 3.
Type moderate; Level 7; Price 70 gp
The oil grants fast healing 6.
Type greater; Level 11; Price 300 gp
The oil grants fast healing 10.
Type major; Level 15; Price 1,300 gp
The oil grants fast healing 15.
Treasure Vault, page 86.
Item 15
Price 1,100 gp
Usage held in 2 hands; Bulk L
Activate Interact
Category Poison
This black slime is carefully culled from coffins and sarcophagi used by the undead, and is then distilled and combined with necromantic energy, creating a dangerous sludge that leeches life force as aggressively as it rots flesh.
Saving Throw DC 35 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 negative damage and 3d6 poison damage (1 round); Stage 2 6d6 negative damage and 4d6 poison damage (1 round); Stage 3 7d6 negative damage and 5d6 poison damage (1 round)
Craft Requirements Supply one casting of 8th-level harm.
AoE4, page 78.
Item 4
Price 80 gp
Usage worn belt; Bulk L
Category Worn Item
This wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.
Core Rulebook, page 613.
Item
Price 3 sp
Bulk L
Damage 1d6 bludgeoning
Hands 1
Category Martial Melee Weapon; Group Hammer
This smaller version of the warhammer has a wooden or metal shaft ending in a metal head. Unlike its heavier cousin, it is light enough to throw.
Core Rulebook, page 280.
Item
Price 4 sp
Bulk L
Damage 1d4 bludgeoning
Hands 1
Category Simple Melee Weapon; Group Club
A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes.
Core Rulebook, page 280.
Item
Price 4 sp
Bulk L
Damage 1d4 piercing
Hands 1
Category Martial Melee Weapon; Group Pick
A light pick is a modified mining implement with a wooden shaft ending in a pick head crafted more to pierce armor and flesh than chip rocks.
Core Rulebook, page 280.
Item 6
Price 200 gp 3 gp for 10 metal plates
Bulk 2
Category Held
The light writer is a cutting edge invention, first created in Shoumeistai in late 4721, combining magic and clockwork innovation to allow its operator to create a true-to-life, monochromatic portrait of people or a scene over the course of 20 minutes of exposure.
It consists of two flat metal squares, one larger than the other, connected by a tube of leather similar to that found on a bellows. The smaller square, which sits at the front of the device, has a small glass lens in the center of it. The larger square contains a specially treated metallic plate on the inside; its exterior also has both a small control stick connected via flexible wire, and a small metal tube attached to the top and pointing forward. The user presses a button on the control stick to activate the light writer. Upon activation, magical light illuminates the tube, producing a steady light for 20 minutes. This light is captured by the lens and projected onto the metal plate, slowly creating an image of the scene in front of the lens. The plate can then be removed, allowing the image to be displayed anywhere the owner desires. The light writer is mounted on a tripod and must be perfectly still during operation to prevent any defects from appearing in the plate image. If creating a captured image of a living creature, it is equally important for that creature to remain still throughout the process, to avoid a ghostlike blurring of the final image.
Guns & Gears, page 88.
Item 7
Price 60 gp
Ammunition any
Activate command
Category Consumable
Made from a shaft of silver with a gleaming copper tip, the lightning rod shot crackles with electricity as it flies through the air. When a lightning rod shot strikes a target, it remains intact. It moves with a creature it struck, unless the GM determines otherwise, until that creature regains any Hit Points. If it doesn't stick to the target, it falls to the ground and becomes inactive. If the target of this shot is within 10 feet of any creature or target that takes electricity damage, the target of this shot takes 1 electricity damage for each die of damage taken by the nearby creature or target. If the target of this shot takes electricity damage from a spell or attack, it also takes 1 additional electricity damage for each die of damage dealt. If the spell or attack allows a saving throw to reduce the damage, the target of this shot takes a –1 circumstance penalty to the save. This shot remains active for 1 minute, after which it falls to the ground and crumbles to dust.
Treasure Vault, page 82.
Item 8+
Usage affixed to armor or a weapon; Bulk —
Category Spellheart
The first of these strips of glittering cloth was worn by a monk from Vrutaen who would interweave it into his handwraps of mighty blows. The spell DC of any spell cast by activating this item is 24.
Type greater lightweave scarf; Level 15; Price 5,500 gp
The item bonus when affixed to armor is +2, and spell DC is 34.
Type major lightweave scarf; Level 18; Price 22,000 gp
Item bonus when affixed to armor is +3; when affixed to a weapon, creatures are confused for 1 minute; and the spell DC is 38.
Treasure Vault, page 127.
Item 2
Price 25 gp
Usage tattooed on the body; Bulk —
Category Tattoo
While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.
These blooms are colorful, elegant representations of distinct flower species, as determined by its type.
Memories bubble to the surface of your ally's mind. The ally attempts to Recall Knowledge with a +2 status bonus to the check from these vibrant memories.
Main Item: Bewitching BloomTreasure Vault, page 119.
Item 9+
Bulk L
Category Grimoire
Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.
Type linguist's dictionary; Level 9; Price 650 gp
Type greater linguist's dictionary; Level 12; Price 1,750 gp
The dictionary can hold three languages at a time.
Treasure Vault, page 112.
Item 9
Price 650 gp
Bulk L
Category Grimoire
Bound in sturdy leather, this thick book has several colorful bookmarks and page dividers. Its title and text shift between numerous languages.
Treasure Vault, page 112.
Item 18
Price 22,750 gp
Usage worn armor; Bulk 2
Category Armor
The first suit of +3 greater resilient antimagic kaedom made in this fashion was crafted for the Keisokael fistus king Nankou, after he claimed his title by slaying a taiga linnorm. By Keisokael tradition, the armor was crafted using some of the slain linnorm's body to decorate the breastplate and helm, which imbued the armor with several of the linnorm's natural abilities. Though the helm is shaped like the beast's head, a linnorm's actual head would be too large for a proper helmet.
Craft Requirements The initial raw materials must include the hide and skull of a taiga linnorm (Bestiary 2 164).
Treasure Vault, page 18.
Item 4
Price 15 gp
Usage affixed to armor; Bulk —
Activate envision; Trigger You gain the frightened condition as a result of a Will save; Requirements You're an expert in Will saves.
Category Talisman
This plain wooden badge has the face of a roaring lion etched onto its surface. When you activate this talisman, reduce the value of your frightened condition by 1 (to a minimum of 0). When this talisman is used, the image of the lion fades and the item becomes a plain, non-magical wooden badge.
Threshold of Knowledge, page 10.
Item 11
Price 300 gp
Usage affixed to a weapon
Activate Interact; Requirements You're undetected by a creature and are a master in Stealth.
Category Talisman
This dried claw from a mighty beast bestows upon you the ability of a predator. When you activate the claw, you learn to pounce on your prey in one fluid motion. You Stride and then Strike with the affixed weapon against one creature you were undetected by. You remain undetected by the creature until after you Strike.
Secrets of Magic, page 174.
Item 0
Price 1 gp
Bulk L
Damage 1d6 slashing
Hands 1
Category Martial Melee Weapon; Group Knife
A lion scythe resembles a common sickle but is specially weighted to allow for greater power when attacking. This is a martial melee weapon.
Strength of Thousands #4: Secrets of the Temple-City, page 78.
Item 6
Price 245 gp
Usage held in 1 hand; Bulk 1
Category Shield; Group Shield
This steel shield (Hardness 6, HP 36, BT 18) is forged into the shape of a roaring lion's head.
The lion's head functions as +1 striking shield boss that can't be removed from the shield.
Core Rulebook, page 588.
Item 6+
Usage affixed to a one-handed firearm or hand crossbow; Bulk —
Activate Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth.
Category Talisman
This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.
Type liquid gold; Level 6; Price 40 gp
You draw the attached weapon as a free action instead of as a reaction.
Type greater liquid gold; Level 8; Price 80 gp
You load the weapon as you draw it.
OoA2, page 77.
Item 6
Price 40 gp
Usage affixed to a one-handed firearm or hand crossbow; Bulk —
Activate Interact; Trigger You roll for initiative; Requirements You're an expert in Stealth.
Category Talisman
This glass vial containing liquid gold is fastened to a weapon by a fine gold chain.
You draw the attached weapon as a free action instead of as a reaction.
Main Item: Liquid GoldOoA2, page 77.
Item 5
Price 160 gp
Usage worn armor; Bulk 1
Activate Interact
Category Armor
This suit of leaf weave armor is specially modified to metabolize the alchemical accelerants in medicinal compounds.
A special receptacle in the armor can hold an elixir of life, which takes 3 Interact actions to install. A loaded suit of living leaf weave can be activated to grow slithering vines from the armor, granting an item bonus to Athletics checks to Grapple, to your Fortitude DC to resist Grapple, Disarm, or Shove attempts, and to your Reflex DCs to resist Trip attempts. The effects last for 3 rounds, consuming the elixir of life, and once the reaction has begun it can't be deactivated.
Treasure Vault, page 64.
Item 0
Price 1 sp +
Category Pet
No entries found.
LOTG, page 103.
Item 1
Price 5 gp
Usage held in 2 hands; Bulk L
Category Held
A nigh-infinite assortment of games exist in Falavririak. Simple games, including dice, a deck of cards, or dominoes, cost 5 sp. Board games vary in cost from 1 gp for dexterity games like Bungle, 3 gp for colorful children's games like Cauldron Quest, and 5 gp for complex strategy games like Kingmaker and Noulotak Raiders. Lavish game sets can cost much more than these prices, as they are made of expensive components and are intricately crafted works of art unto themselves.
These dice are weighted on one side to ensure they always land with the desired number facing up. Loaded dice grant you a +1 item bonus to Games Lore checks to gamble with the dice. You can determine a die is loaded while handling it with a successful secret DC 20 Perception check. Determining dice are loaded without handling the dice is more difficult, especially since smart cheaters switch loaded dice in and out so they don't suspiciously roll the same number over and over. In this case, an observer must succeed at a secret Perception check against the roller's Games Lore or Thievery DC to notice the switches or the patterns.
Main Item: GamesLOTGB, page 58.
Item
Bulk —
Hands 2
Category Adventuring Gear
Picking a poor lock requires two successful DC 15 Thievery checks, a simple lock requires three successful DC 20 Thievery checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.
Type Poor; Level 0; Price 2 sp
Type Simple; Level 1; Price 2 gp
Type Average; Level 3; Price 15 gp
Type Good; Level 9; Price 200 gp
Type Superior; Level 17; Price 4,500 gp
Core Rulebook, page 288.
Item 19
Price 36,000 gp
Usage worn necklace
Category Worn Item
As long as this locket of horn and silver is closed, you don't need to sleep. However, you can still overexert your body with too much activity, so you still need to rest to avoid becoming fatigued or to remove the fatigued condition.
You also gain a +4 item bonus on saving throws against mental illusions, magical effects that would make you unconscious, and effects that would make you fatigued.
Each time dawn occurs, you regain the ability to make your daily preparations as if you had rested for 8 hours.
Daily preparations still take about an hour, as normal.
Item 12+
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute.
Type lodestone bomb; Level 12; Price 400 gp
You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets.
Type greater lodestone bomb; Level 18; Price 4,500 gp
You gain a +3 item bonus to attack rolls, and the bomb deals 4d4 force damage plus 3 force splash damage. The bomb deals 3d4 persistent force damage to applicable targets.
Treasure Vault, page 44.
Item 12
Price 400 gp
Usage held in 1 hand; Bulk L
Activate Strike
Category Bomb
Lodestone bombs hold reactive ionized minerals preserved in a dormant state until broken. The bomb grants an item bonus to attack rolls and deals force damage and force splash damage, according to the bomb's type. In addition, a target made of metal, wearing metal armor, or using metal weapons takes persistent force damage and is clumsy 1 and enfeebled 1 while taking the persistent damage. The persistent damage can last up to 1 minute.
You gain a +2 item bonus to attack rolls, and the bomb deals 3d4 force damage plus 2 force splash damage. The bomb deals 2d4 persistent force damage to applicable targets.
Main Item: Lodestone BombTreasure Vault, page 44.
Item 3
Price 12 gp
Ammunition pellet
Activate Interact
Category Consumable
These round, black pellets are made from magically enhanced magnetic lodestone. They can be loaded into an air repeater or long air repeater. When activated, lodestone pellets provide a +1 circumstance bonus to ranged Strikes made against creatures made of metal or wearing metal armor.
OoA2, page 78.
Item 7
Price 350 gp
Usage held in 1 hand; Bulk 1
Category Held
This fleshy +1 striking whip is obviously crafted from the tentacle of some fearsome beast, likely an lomos, and constantly drips slime.
Craft Requirements The initial raw materials must include a tentacle from an lomos (Bestiary 14).
Treasure Vault, page 35.
Item
Access The following regions have access to firearms: Tobraid, Zouzeikod, Moutriavriam, Mikonein, Treithebal, Giakhaed, the Neikhutaeth
Price 9 gp
Bulk 1
Damage 1d4 piercing
Ammunition Pellets; Range 60 ft.; Reload 0
Hands 2
Category Simple Ranged Weapon; Group Firearm
Like the one-handed air repeater, this thin-barreled firearm uses a container of pressurized air instead of black powder to propel small metal pellets from an attached cartridge. The long air repeater has better range and ammo capacity than the one-handed variant, though it still lacks significant stopping power. A typical long air repeater magazine holds 8 pellets.
Guns & Gears, page 151.
Item
Price 5 gp
Bulk 2
Damage 1d8 bludgeoning
Hands 2
Category Martial Melee Weapon; Group Hammer
The long hammer features a pronged hammer head designed for damaging knees and ankles, counterbalanced by a stout spike and affixed to a reinforced shaft between 5 and 7 feet long.
Treasure Vault, page 25.
Item
Price 1 gp
Bulk 1
Hands 2
Category Adventuring Gear
This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed.
Main Item: ToolCore Rulebook, page 288.
Item
Price 6 gp
Bulk 2
Damage 1d8 piercing
Ammunition Arrow; Range 100 ft.; Reload 0
Hands 1+
Category Martial Ranged Weapon; Group Bow
This 5-foot-tall bow, usually made of a single piece of elm, hickory, or yew, has a powerful draw and is excellent at propelling arrows with great force and at an extreme distance. You must use two hands to fire a longbow, and it can't be used while mounted.
Core Rulebook, page 282.
Item
Price 5 sp
Bulk 2
Damage 1d8 piercing
Hands 2
Category Simple Melee Weapon; Group Spear
This very long spear, sometimes called a pike, is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands.
Core Rulebook, page 280.
Item
Price 1 gp
Bulk 1
Damage 1d8 slashing
Hands 1
Category Martial Melee Weapon; Group Sword
Longswords can be one-edged or two-edged swords. Their blades are heavy and they're between 3 and 4 feet in length.
Core Rulebook, page 281.
Item 10
Category Contract
Sealed with a vial containing the ashes from your childhood home, you traded the memories of your early life to stay focused on the present, allowing you to avoid distractions during combat. Once per day, from any distance, the entity that holds your bargained contract can take one of your memories.
This functions as a casting of modify memory that doesn't grant you a saving throw and can't be reversed by any means without stealing the memory back first.
Dark Archive, page 165.
Item 9
Price 600 gp
Usage tattooed on the body; Bulk —
Category Tattoo
While dormant, this tattoo appears to be a simple flower bud, but when activated the flower swiftly blossoms, remaining that way until the next time you make your daily preparations.
These blooms are colorful, elegant representations of distinct flower species, as determined by its type.
A glow envelops your ally as a sense of enlightened peace ripples out from within. The ally gains a +2 status bonus to Will saves against mental effects for 1 minute. This bonus increases to +3 against emotion effects.
Main Item: Bewitching BloomTreasure Vault, page 119.
Item 8
Price 500 gp
Usage worn gloves
Category Worn Item
These white silk gloves are adorned in red hearts that glow faintly whenever you are adjacent to someone you feel particularly strongly toward.
They buoy your spirit, giving you a +1 item bonus to Diplomacy checks.
The creature gains a +1 status bonus to saving throws and 10 temporary Hit Points for 10 minutes.
If the creature shares your feelings, you gain the same benefits, and for the duration, when you both roll a success on a saving throw against an emotion effect that causes negative emotions, you both get a critical success instead.
Advanced Player’s Guide, page 261.
Item 2
Price 5 gp
Usage with writing set; Bulk L
Category Consumable
This ink, derived from inks used by lovers to deliver secret messages, dries to a color similar to most parchments. Avarneus's version requires another dose of lover's ink and a specific agitation to reveal the hidden message, preventing casual interception. Any message written with lovers' ink is revealed by applying a page worth of lover's ink and vigorously shaking, requiring 3 Interact actions. A typical vial provides enough ink to fill 1 page worth of text. While the text is hidden, a creature closely examining a surface marked with lover's ink can detect the presence of the ink with a successful DC 25 Perception check. On a critical success, they can make out the ink well enough to use Society to Decipher Writing.
LOL, page 24.
Item 5
Price 140 gp
Usage worn armor; Bulk varies by armor
Category Material
Cold iron armor sickens certain creatures that touch it. A creature with weakness to cold iron (such as most demons and fey) that critically fails an unarmed attack against a creature in cold iron armor becomes sickened 1. A creature with weakness to cold iron is sickened 1 as long as it wears cold iron armor.
Craft Requirements The initial raw materials must include cold iron worth at least 70 sp + 7 sp per Bulk.
Main Item: Cold Iron ArmorCore Rulebook, page 555.
Item 2
Price 30 gp
Usage varies by shield
AC Bonus undefined; Hardness 3; HP 12; BT 6
Category Material
Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons.
Craft Bulk L; Requirements cold iron worth at least 15 sp The shield has Hardness 3, HP 12, and BT 6.
Main Item: Cold Iron ShieldCore Rulebook, page 586.
Material 2
Price 20 gp per Bulk
Category Material
Weapons made from cold iron are deadly to demons and fey alike.
Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.
Core Rulebook, page 578.
Item 2
Price 34 gp
Usage varies by shield
AC Bonus undefined; Hardness 5; HP 20; BT 10
Category Material
Cold iron shields don't typically have an additional effect, though when used for a shield bash, they are cold iron weapons.
Craft Bulk 1; Requirements cold iron worth at least 17 sp The shield has Hardness 5, HP 20, and BT 10.
Main Item: Cold Iron ShieldCore Rulebook, page 586.
Item 2
Price 40 gp
Usage varies by weapon; Bulk varies by weapon
Category Material
Cold iron weapons deal additional damage to creatures with weakness to cold iron, like demons and fey.
Craft Requirements at least 20 sp of cold iron + 2 sp per Bulk.
Main Item: Cold Iron WeaponCore Rulebook, page 599.